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Farming and Cooking Feedback

Before I start I just want to say that obviously most, if not all, of this system is place holder and are processing professions so both these professions are (I believe) largely intended for advancement in a freehold environment. What I want to talk about are temporary things that can make these professions potentially better in the short term while permanent solutions are worked on and come online.

TLDR: Raising an animal should give droppings as a by product. Give adult animals durability for milk, eggs, and wool. Durability would affect amount of meat given for a butcher. Include some ways to produce droppings from animals like pigs. A Butcher craft should give or have a chance of giving fat and bone.

So for this first chunk of Alpha 2 Phase 2 I focused on Farming and Cooking within my group and guild. At first I focused on growing flax to feed our tailor. This felt good and I felt like I was helping out a lot and being impactful in this way. Then I hit apprentice in farming and cooking and began to need butter and wheat.

Wheat and butter are both a pain. It is hard to convince people to give me a few willow just so I can grow wheat when willow is so in demand elsewhere. It seems the better food requires dough/bread so I get this is a balancing thing, but it does feel bad taking a willow wood that I feel could be better used elsewhere.

But mostly I want to talk about livestock. Again, this is obviously temporary as it stands now. However I believe a couple (hopefully?) simple things would make this feel a bit better for now.

-When you raise an animal from a baby, it would be nice to get droppings as a by product. The amount/rarity could be affected by farming artisan gear. But base could be 1-5 randomly per craft for balance.
-it would be nice if an adult animal had durability rather than being consumed for crafts like milk, eggs, or wool. Side note I have not seen or used pigs and sheep yet. Because so much butter is needed for foods, especially bulk orders, raising a cow every time for 1 of these products feels bad.
-Durability of an animal would decrease when you craft these products -milk, eggs, wool etc. Lets say with 5 durability each of these crafts could consume 1 durability
-Butchering an animal right now yields 5 meat which is great! But with 5 durability you would get 1 meat per 1 durability for a max of 5 affected by gear. This would balance which animals you use for crafts and which you use for meats.
-I don't know what pigs give other than meat, but within this durability system you could potentially have them able to produce droppings.
-Also when you butcher an animal through farming, it would be nice to get fat and bone, but NOT hide/skins. Just an extra by product I can get to help other crafters.

Thank you for reading and Happy New Year!

Comments

  • RickstrRickstr Member, Alpha Two
    Extra materials on a livestock sounds reasonable and makes sense considering tanning a hunted animal at all times gives 3 materials and you just find the animal out in the open and could even sit and farm beasts till one spawns but you only have a choice with livestock and it costs currency to get livestock? and considering you have to process them several times sometimes to get the specific items you need.
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